A selection of personal work and projects oriented towards prototyping and implementation.
Shoot 'Em Down: design and implementation of a prototype in UE4
Level Design for Overwatch: encounter analysis, design and implementation of a map in UE4
AI perception design for tactical/Stealth title: design and implementation in UE4 of a perception system for an AI
Game Concept: Shoot ‘em Down is a third person Shoot ‘em Up/Twin stick shooter i where the player controls an avatar equipped with a jetpack that faces enemy waves using its main shoot, a speed boost and special customizable abilities.
Procedural enemy waves generation: Enemy waves are procedurally generated, which makes every game unique.
Customization: Players are able to customize its avatar with three unique skills before starting each game. Those skills can be choose from a list of nine and determine how players should face combat, as they allow different strategies.
Cylindrical game space: Game space inspiration comes from Resogun, where player avatar and enemies moves through a cylinder, so the space allows the player for infinite scrolling.
Persistency: Score is saved and ranked after every game.
Level Design and Scripting: Built in UE4. The player controls a prototyped version of Tracer as its avatar, following the same metrics than the in-game version of her.
Level layout: based on Overwatch’s level design principles.
Level Analysis: Design Document includes an analysis on the level layout, metrics and strategies.
Tactical/Stealth: the goal with the prototype was to implement an AI inspired on tactical and stealth games, where the AI can be patrolling, alerted, searching (on the last known position) the player or be hostile.
Tactical camera: a tactical camera is implemented, which allows for easier debugging.
AI perception: the enemy behaviour is based on the AI perception feature in Unreal Engine 4.
A selection of personal design documents and game concepts.
Cover system design for Spnier-based FPS title
Boss fight design for fantasy Open-World RPG title
New gameplay element for Playdead's Inside
Cover system analysis: research and definition of the key elements that are part of a cover system on shooters.
High level cover system design: proposal on the design for a cover system on a Sniper-based FPS title that also uses medium and short range combat and where the player can manually change its stances: standing, crouching and prone.
System implementation: proposal for the implementation of part of the cover system.
Present the enemy: enemy lore, traits, main characteristics and skills tested.
Challenge the player: combat phases, enemy attacks, move-set and combos.
Defeat the Boss: combat dynamics and strategies.
Making it real: main challenges and necessities for implementing the boss.
Hypothetically added: Adding a new gameplay element into PlayDead’s INSIDE that could be hypothetically added.
Reverse Engineering: by doing multiple playthroughs of INSIDE. Discover how they anticipate, explain, add and use every single gameplay element in the game. This allowed to create a series of rules that are common to all and create something new that fits into all this.
A selection of personal 3D modelling works